refactor to enum
typing and many other fixes
fix tests
attempt to fix some typescript
more typescript fixes
more typescript test fixes
revert all API changes
update to pydcs
mypy fixes
Use properties to check if player is blue/red/neutral
update requirements.txt
black -_-
bump pydcs and fix mypy
add opponent property
bump pydcs
* Soundhandler: Adds sounds for weapons fired at or by blue units as well as destruction sounds for enemy jets and ground units. By default plays only to the groups involved.
* Added Specific Options and removed 0.1 from mnemonic
* Update was incomplete before, use this one
* Linked in UI choices and consolidated logging functions
* Remove soundhandler duplicate
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Update CJS Super Hornet Mod to 2.4.4
* Update UI for CJS Super Hornet Mod to 2.4.4
* Update default loadouts for CJS Super Hornet Mod to 2.4.4
* Update changelog.md for CJS Super Hornet Mod to 2.4.4
* Update Growler loadout for missing external fuel tank
* MarkerOps
* Change MarkerOps to MooseMarkerOps in all places
* Prettify name in UI
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* New campaign Operation_syrian_shield
* removed author on player factions. Credited to 'Fuzzle'
* changed recommended factions to the easy way
* Update operation_syrian_shield.yaml
removed mission time, and squadrons start full
* Update operation_syrian_shield.yaml
better campaign description
* added better squadron descriptions
* updated campaign description
---------
Co-authored-by: Xisco <x.llado@hotelinking.com>
* New campaign Operation_syrian_shield
* removed author on player factions. Credited to 'Fuzzle'
* changed recommended factions to the easy way
* Update operation_syrian_shield.yaml
removed mission time, and squadrons start full
* Update operation_syrian_shield.yaml
better campaign description
* added better squadron descriptions
---------
Co-authored-by: Xisco <x.llado@hotelinking.com>
* Initial support of Germany Cold War terrain
* Updated with latest beacon import
* Updated changelog and ran black
* Fixed the GermanyCW landmap and naming scheme
* Temporarily changed the requirements for pydcs to my branch (will switch back when merged)
* Updated landmap for germanycw with even fewer exclusions
* Removed unnecessary changes
* Updated requirements to lastest pydcs
* Fixed naming issues for Germany
* Update pydcs to latest commit for GCW support
* Add landmap to game.theater.__init__
* Update requirements.txt
* Resolve PyCharm type-waring
* Updated pydcs and exclusion of germany
* Updated land and sea shapefiles for Germany Cold War with new map limits
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add files via upload
* Add files via upload
* Update start_generator.py
* Update faction.py
* Update QNewGameWizard.py
* Update QGeneratorSettings.py
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Update MiG-31BM.lua
* Added SEAD Escort to MiG-31BM.yaml
* mig31bm.py fixed weapon injection
* Update mig31bm.py
formatted black
* Update faction.py
reformatted black
* Update start_generator.py
reformatted black
* Update __init__.py
* Update QGeneratorSettings.py
reformatted black
* added support for MiG-31BM mod
* Commit changes which can't seem to be discarded...
* Remove (presumably) accidentally copied file
* Remove unused imports
* Updated MiG-31BM mod version in QGeneratorSettings.py
* Added new Kh-31P missile to MiG-31BM mod
* Added new Kh-31P missile to MiG-31BM mod
* Updated MiG-31BM mod payloads for a new Kh-31P.lua
* Remove double entry
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Implemented support for the Cold War assets mod (ex Tu-16) v1.0 by tripod3
* Rename resources/ui/units/aircrafts/banners/Tu-16.jpg (from resources/ui/units/aircrafts/banners/Tu_16.jpg)
Rename resources/ui/units/aircrafts/banners/Tu-4K.jpg (from resources/ui/units/aircrafts/banners/Tu_4K.jpg)
Rename resources/ui/units/aircrafts/icons/Tu-16_24.jpg (from resources/ui/units/aircrafts/icons/Tu_16_24.jpg)
Rename resources/ui/units/aircrafts/icons/Tu-4K_24.jpg (from resources/ui/units/aircrafts/icons/Tu_4K_24.jpg)
Also added coldwarassets handling in ModSettings() call.
* Added a DEAD loadout for the Tu-22KD.
* Updated Cold War assets mod by tripod3 support to v1.2
* Modified pydcs_extensions/coldwarassets/coldwarassets.py
Modified resources/units/aircraft/B_47.yaml
* Modified qt_ui/windows/newgame/WizardPages/QGeneratorSettings.py
* Added resources/units/aircraft/Yak_28.yaml
* Added banners, icons, loadouts and unit yamls by Biggus for new Cold War Assets added in mod version 1.2.
* Removed the Tu-128 Fiddler from soviet_union_1965.json because the Tu-128M variant is a 1979 modernization.
* Remove CAS & Armed Recon from Yak-28
* Fix typo
* Add BAI & DEAD to Tu-4K
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Update F/A-18E/F/G Super Hornet Mod to 2.4.0
* Update F/A-18E/F/G Super Hornet Mod to 2.4.0
* ECM Pods for E/A-18G Growler to allow EW Jammer 2.0 Plugin
* Update weapons classes for custom weapons
* Adjust default loadouts
* Update for Super Hornet 2.4.2
* Change Settings page to reflect 2.4.2
* Remove redeclared weapons
* Add Recovery-tasking to tankers
* Rewire new tankers to old tanker modsetting
* Small bugfix w.r.t. CLI-tool
* Save-compat fix: remap old Superbug_AITanker to FA_18ET
* Add empty line at EOF
* Revert "Add empty line at EOF"
This reverts commit 4a7f616e47.
* Restore checkbox for AI Tankers
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Implemented support for the Mirage III mod version 2.5.7.01.
* Switched the Mirage III CAS loadouts for bombs.
* Updated changelog.
* Modified resources/factions/argentina_1982.json
* usa military assets pack
* minor fixes to have missiles
* tweak nasams 3
* fix preset groups bug
* adjust b-21 name
* Update faction.py
bugfixes will go in a different branch
- BARCAPs over regular CPs are no longer planned at the same time
- Carriers were planning 1 BARCAP too much if a second wave would be introduced, i.e. (BARCAP-duration / mission-duration) < 1
Fixes an infinite loop in case a connection to the same CP is made in the template miz file of the campaign. It's basically wrong input, but suppose we'd have a use-case for it in the future, it would still make sense to have ground units retreat to a CP that's different from their origin...
* vietnamwarvessels first batch
* Ship YAMLs
* aircraft yamls initial version, need more work
* initial helicopter yamls
* update aircraft yamls
* Added DDs Fletcher and Sullivans
* ship icons
* aircraft banners and icons
* no huts
* update py files to VWV v0.9.0
* update aircraft yamls, add vigilante
* added 2 ships for VWV v0.9.0
* mig-21mf yaml
* icons and banners additional units v0.9.0
* added VWV units to USA_1970 and Vietnam_1970 JSONs
* Revert "added VWV units to USA_1970 and Vietnam_1970 JSONs"
This reverts commit ed0b28dc36.
* A-1H yaml update
* mig-17 yaml update
* update helicopter yamls
* extension init
* weapon injections
* icon filenames _24 added
* removed tasks 0 from yamls
* hh2d yaml fix
* added VWV v0.9.0 to factions USA and Vietnam
* added max_range to aircraft yamls
* housekeeping
* Flyable to False - not available in mod version
* minor edits
* ignore test campaign
* deleted tasks
* weapon luas blue air
* added task numbers from task.py
* weapon luas red air
* task id numbers in comment
* switched weapon lua from aim-9J to aim-9D
* removed test campaigns
* update payload luas with payload names from flighttype.py
* Changed AIM-9D to 9B, 9D does not work
* removed air assault task for HH-2D
* Cva_31 added to runway_is_operational()
* CVA-31 added to naval_units in faction jsons
* add strike and cas tasks to ra-5c
* correct typo
* Added Armed Recon as task and payload to most a/c
* ignore pre-commit-config.yaml
* pre-commit-config
* black reformat controlpoint.py
* Added tasks to Vigilante (next to Recon) containing attack subtasks, which allow it to be scheduled for missions
* added ships to UNITS_WITH_RADAR
* remove pre-commit-config from gitignore
* added red aircraft to nva_1970 faction
* fixed black's complaint (two empty lines, should be one)
* fix airwing config not properly saving or loading
* add helper message to save function
* bugfixes
* remove unnecessary import used during testing
* yet another forgotten import
* change raise error to log warning
* fix conflict
* squash bugs and reuse patrol layout
* fix tanker tacan and formatting
* fix unlimited fuel option
* update pretense for tanker changes
* reuse refueling flight plan and bugfix for sunken carrier
changelog
* remove unitmap dependency
* formatting and more unit map removal
* more formatting
* typing and black
* keep tanker out of clouds
* fix if there are no clouds
* better cloud handling
* groundwork for recovery task
* remove changes to game/commander
* Finishing up recovery tankers
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add ability to select loadout on flight creation
* Add pylon info on hover and add default loadout autoselect
* move loadout selector to method
* Cleanup loadout delegate
This is by no means complete. The bugs that this solves were already in
6.x, but we'd hidden the speed controls for the sim in that release, and
have always said that anything done after pressing "go" the first time
is undefined behavior. This is the first step on making those mid-sim
actions behave correctly.
UI actions such as creating a new package need to be executed between
ticks of the sim. We can either do this synchronously by blocking the UI
until the tick is done executing, acquiring a lock on the sim, executing
the action, then releasing the lock; or asynchronously by queueing
events and letting the sim execute them when it completes the current
tick (or instantly if the sim is paused).
Anything that comes from the new UI (currently just the map) must be
asynchronous because it goes through the REST API, but for the old UI
it's simpler (and because the lock will only be acquired as quickly as
the user can act, shouldn't slow anything down) to do this
synchronously, since it's difficult to use coroutines in Qt.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
Some maps have inaccurate bounds for sea-zones, thus waypoints that end up being too close to the shore may keep using AGL which could still lead to trouble. Adding a condition to check whether a point is "not on land" will likely fix this issue for maps that have gaps between sea-zones and inclusion-zones around the shoreline...
Introduce an option to switch waypoints to AMSL when waypoint is above water. DCS references the bottom of the sea when using AGL, which causes issues for helicopters when they try to fly at altitudes that are lower that the sea bottom, giving them a tendency to fly into the water...
Seems like the EscortType would cause the flight to be pruned if no IADS threats surround the CAS zone, but we'd like to plan it regardless to tackle air defenses along the front-line
This solves the bug where the default_livery would get overwritten with whatever value was already present from data that's loaded from the last campaign, which was usually set to None...
Possibly this also solves the bug where Armed Recon is suddenly not available anymore, because most likely the tasking was being overwritten as well...
The root cause of the issue are lines like "if aircraft in faction.all_aircrafts" that weren't working as intended, i.e. the condition would always fail. By implementing the __eq__ method we fix this issue, effectively making the default squadron assigner make use of squadrons instead of simply skipping them.
Unlocking the full potential, i.e. allowing users to switch back & forth between livery-sets, livery-overrides and normal liveries, including support for overriding flight/flight-member specific liveries.
Resolves#313
* Initial commit of OH-6 Modpack v1.2 + Vietnam Asset Pack v1 support.
* Added OH-6 Mod loadouts by @Starfire13
* Modified pydcs_extensions/oh6_vietnamassetpack/oh6_vietnamassetpack.py
Added resources/units/ground_units/vap_m35_truck.yaml
Added resources/units/ground_units/vap_mule.yaml
Added resources/units/ground_units/vap_mutt.yaml
Added resources/units/ground_units/vap_mutt_gun.yaml
Added resources/units/ground_units/vap_type63_mlrs.yaml
Added resources/units/ground_units/vap_vc_bicycle_ak.yaml
Added resources/units/ground_units/vap_vc_zis.yaml
* Modified changelog.md
Modified resources/factions/USA 1970 Vietnam War.json
Modified resources/factions/USA 1971 Vietnam War.json
Modified resources/units/ground_units/vap_mule.yaml
Added resources/units/aircraft/OH-6A.yaml
* Added the OH-6 to factions and implemented the mod selection in the new game wizard. Added an icon an a banner.
* Modified resources/units/aircraft/OH-6A.yaml
* Added icons for the Vietnam Asset Pack ground units. Also added an icon for the PT-76 since it was missing. Added a Viet Cong 1970s faction.
* Added resources/units/ships/vap_us_seafloat.yaml
* Adjust tasking for OH-6A
OH-6A is only capable of Transport & Reconnaissance, but we can ignore this if the lead slot is a client. AI however will most likely not support this, but we can add Transport & Air Assault instead...
* Fix bug in configure task + client override fallback
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
AI got a little better, at least that's what tests in AFG showed. The main issue is that helicopters tended to attack static objects, which we obviously don't want...
* Simplified Retake the Falklands
Optimized The Long Road to H3 for performance
* Small alterations to The Long Road to H3 - changed options and reverted some units
* Update usa_2005.json
Adjust spacing in some flyable aircraft (tabs vs spaces),
Adds MRAP and new Abrams model
Removes Hornet livery enforcement
* Update usa_2005.json
Adds MRAP, new Abrams, restores liveries
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* updated pydcs file to mod version 2.2.5
* Created Australia 2009
Australia has both the two seater version of the super hornet and the growler in it's arsenal, I've set the year to 2009 because the growler went into service in 2009.
* Created usn_2009 and edited usn_2005
As previously mentioned, the growler did not enter service until 2009. So it has been removed from usn_2005 and usn_2009 has been created.
* Update EA-18G.yaml
The EA-18G is barely/not capable of strike, A/A or anti-ship missions as it does not have the armament needed.
* Update fa18efg.py
reverted changes where WeaponsF18EFG. was replaced with Weapons.
* Update fa18efg.py
Only weapons added by the mod now referred to from the WeaponsFA18EFG class
* Update fa18efg.py
All of the weapons added by the mod now referred to from the WeaponsFA18EFG class
* Update fa18efg.py
Reverted AIM-120B being replaced by AIM-120D
* Update fa18efg.py
Updated fa18efg pydcs export to mod version 2.3.2
* Update QGeneratorSettings.py
Changed mod version in QGeneratorSettings.py from 2.2.5 to 2.3.2
* Update fa18efg.py
Changed AIM_120D back to AIM_120B
* Update fa18efg.py
Changed "Rdr" to "Radar" under AIM_120B
* Update fa18efg.py
* Update fa18efg.py
* Update usn_2009.json
* Large aircraft ground spawns
Added the ability to add separate ground spawns for C-130 and other large aircraft to campaigns. Implemented on @holyorangejuice 's request.
Large aircraft ground spawns are added to the campaign by placing a C-130 on the ramp, just like an A-10 or AJS37 previously. Note: use the stock DCS C-130, so the campaign miz can be safely opened without the C-130 mod (or any other mod) installed. Not the C-130J player-flyable transport, not the KC-130J tanker included in the UH-60L mod etc.
Large planes (wingspan more than 40 meters, such as the C-130):
- First try spawning on large ground spawns
- Then try the regular airfield ramp spawns
Below 40 meter wingspan aircraft:
- First try spawning on regular or roadbase ground spawns
- Then try the regular airfield ramp spawns
- Then, if both of the above fail, use the large ground spawns
* Specify explicit black version 23.9.1 to fix lint error.
* Update lint.yml
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Su-15 Flagon mod v1.0 support
Implemented support for Su-15 Flagon mod version 1.0 by Marco1985_IT.
* Replaced the external fuel tanks with gunpods in Su-15 loadouts and added gunfighter: true
Aligned A2A and A2G tasks as each version is not capable of doing the other as Ai and will fly around without weapons while doing the opposite type task.
* Splash Damage for missing Heatblur F-4E weapons (AGM-12, AGM-62 I and
GBU-8)
* Fixed Walleye I damage
* Set Bullpup C to correct value
* Modified warhead masses according to online sources and Janes Air Launched Weapons
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add Delta Dart
* Added Banners and Icons
* Add loadouts
* Update f106.py
* Update f106.py
* Update VSN_F106A.yaml
* Update VSN_F106B.yaml
* Added the F-106 Delta Dart to factions. Also, replaced the banner with one by datoneslav, used with permission. Includes the official VSN logo (also used with permission). Also tweaked the backgrounds of the icons to blue to match the other aircraft.
* Added changelog entry.
* Add files via upload
---------
Co-authored-by: MetalStormGhost <ghosti@smytky.org>
* Update settings.py
Replace blue/red with ownfor/opfor
Also replaced all the NMI with NM. NMI is used by IEEE. NM is used by the military.
Also added in two missing periods.
* Update QSettingsWindow.py
Changed Red ATO to OPFOR ATO
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
This allows for customizing OPFOR liveries, checking whether pilots are assigned, number of pilots available, and more stuff to get information & debug in an easier way...
* Implemented a new option in settings: Default start type for Player flights.
* Updated changelog.
* Removed unnecessary country parameter.
* Restore missing parameter
* on_pilot_changed should emit pilots_changed in its finally block, otherwise the start-type isn't updated if you have a single client pilot which you switch to a non-client pilot.
Also implemented other changes suggested by @Raffson, such as a more streamlined start_type QComboBox handling and moving the pilots_changed Signal to FlightRosterEditor.
* Decouple Signal from QFlighStartType
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
Air-start AI fixed wing (non-VTOL) aircraft if the campaign is being flown in the South Atlantic terrain and the airfield is one of the Harrier-only ones in East Falklands. This will help avoid AI aircraft from smashing into the end of the runway and exploding.
As a result of using fast-forward, AI flights are already oriented towards SPLIT, which slows things down during mission start. The escorts tend to go all over the place because of this...
Drop custom kneeboards in SavedGames/DCS/Retribution/Kneeboards as you would normally do, i.e. using the necessary folders if kneeboards are aircraft-specific
The first ground object of a naval control-point isn't always the CV or LHA, but can also be a different TGO if 1 or more TGOs are linked to the naval control point.
The "no skynet usable units" exception would get triggered when an IADS-node would form its connections. If one of those connections contained an IADS unit that was dead, the exception would get triggered since we weren't skipping "dead connections".
Added new options in settings:
- Carriers steam into wind
- Navmesh to use for Pretense carrier zones
- Remove ground spawn statics, including invisible FARPs, at airbases.
- Percentage of randomly selected aircraft types (only for generated squadrons)
intended to allow the user to increase aircraft variety.
Will now store the ICLS channel and Link4 frequency in missiondata.py CarrierInfo.
Implemented artillery groups as Pretense garrisons. Artillery groups are spawned by the Artillery Bunker. Will now also ensure that the logistics units spawned as part of Pretense garrisons are actually capable of ammo resupply.
Fixed the Pretense generator generating a bit too many missions per squadron. Ground spawns: Also hot start aircraft which require ground crew support (ground air or chock removal) which might not be available at roadbases. Also, pretensetgogenerator.py will now correctly handle air defence units in ground_unit_of_class(). Added Roland groups in the Pretense generator.
Randomly chooses one of the liveries defined if present in the squadron's yaml, overrides entry for "livery" or whatever is chosen in the UI except liveries on flight-member level
* Implemented support for the VSN Super Étendard v2.5.5
* Updated changelog and renamed the banner.
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Added F9F Panther mod support (version v2.8.7.101). Still missing loadouts and icon+banner.
* Added missing import in pydcs_extensions/__init__.py
* Added a banner and icon for the F9F Panther, credit for the banner to Jim over at the Century Series Discord. VSN Century Series logo used with permission. Also added loadouts for the F9F Panther and fixed the mod settings for it.
This fixes the unusual case where the `interactive: false` property had
no effect, which would make it impossible to plan missions against UI
elements that were overflown by many flights (such as the front line).
As an added bonus, it looks a bit nicer.
This impacts the test in an odd way, but the cure for that is probably
rewriting the test to not use a mock now that we've figured out how to
do that.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3295.
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side
Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
Implemented Pretense settings in pretense_compiled.lua
Added new function moveOffRoadToPointAndAssault() to enable assault groups to drive off-road and thus avoid some of the bridges where they might get stuck.
The init.lua script will be generated by
1. injecting the header, then
2. generating the ZoneCommand zones, then
3. generating ConnectionManager connections, then
4. injecting init_body.lua, then
5. generating sypply injection and finally by
6. injecting init_footer.lua
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side
Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
Implemented Pretense settings in pretense_compiled.lua
Added new function moveOffRoadToPointAndAssault() to enable assault groups to drive off-road and thus avoid some of the bridges where they might get stuck.
The init.lua script will be generated by
1. injecting the header, then
2. generating the ZoneCommand zones, then
3. generating ConnectionManager connections, then
4. injecting init_body.lua, then
5. generating sypply injection and finally by
6. injecting init_footer.lua
* **[Campaigns]** Ability to define invisible FOBs
* **[Campaigns]** Ability to define influence zones for Control Points
* **[Plugins]** Improvements to AI support for EW Script 2.0
* **[Plugins]** Add moose as a base plugin
* **[Config]** New preference setting to trigger the first-start window on every start (could help in scenarios multiple Retribution instances need to run concurrently)
* **[Modding]** Update Grinelli Designs F-22A Mod to 2.0.0 (May 2025)
* **[Campaign Design]** Added support for Germany Cold War terrain by Ugra Media
* **[Options]** New option to control EPLRS-task injection in mission generator
* **[Modding]** Add Military Aircraft Mod 1.7.2 (See VSN Discord)
* **[Payload Editor]** Add Sniper POD
* **[Modding]** Update SU-30 mod to v2.8.04 Beta + CWS 3.72
* **[Plugins]** EW Script - DEAD added to applicable flight types.
* **[Plugins]** EW Script - Offensive Jamming restricted to aircraft with ALQ99/249 pods, or "has_built_in_jamming: true" in aircarft yaml (AI and Player)
* **[Modding]** Update to CJS Super Hornet Mod v2.4.4
* **[Engine]** Support for DCS 2.9.20.15010, including MiG-29A Fulcrum support.
* **[Campaigns]** Ability to define neutral FOBs and Airfields
* **[Modding]** Add Airboss Moose Module
* **[AirWing]** Use aircraft display names for easier differentiation between modules
* **[Flight Plans]** Added AntiShipStrike as a fallback task for OCA/Aircraft to fix a bug where the S-3B could not do OCA/Aircraft
* **[Squadrons]** Fixed a bug where loading an air wing config would not properly load all squadrons
* **[Flight Plans]** Fixed a bug where SEAD flights would fire one ARM and RTB
* **[Plugins]** EW Script - Fix radar detection routine.
* **[Campaign]** Fixed a bug where sinking a destroyer in a carrier group would cause squadrons to be removed from the carrier
* **[Engine]** Fixed a bug with transfers to Helipads
* **[Engine]** Fixed a bug with parking allocation
* **[Flight Plans]** Fixed a bug where divert airfield was broken for opfor
* **[Engine]** Fixed a bug with state.json loading wrt transfers
* **[Engine]** Fixed a bug wrt pretense generation and moose script conflicts
* **[Engine]** Fixed a bug where frontline debriefing was not properly calculated
* **[Mission Generation]** Fixed an issue where blue and red units spawned next to each other on frontlines
# Retribution v1.4.1 (hotfix)
## Fixes
* **[Plugins]** Avoid injecting jamming-tasks for player-controller aircraft when EW-Jamming plugin is disabled
# Retribution v1.4.0
## Features/Improvements
* **[Payload Editor]** Ability to configure liveries on flight/flight-member level
* **[Factions]** Support for definitions in yml/yaml format
* **[Campaigns/Factions]** Support for inline recommended faction in campaign's yaml file
* **[Squadrons]** Ability to define a livery-set for each squadron from which Retribution will randomly choose during mission generation
* **[Modding]** Updated support for F/A-18E/F/G mod version 2.2.5
* **[Modding]** Added VSN F-106 Delta Dart mod support (v2.9.4.101)
* **[Modding]** Added OH-6 Cayuse (v1.2) mod support, including the Vietnam Asset Pack v1.0
* **[Modding]** Added VSN EA-6B Prowler mod support (v2.9.4.102)
* **[Modding]** Added tripod3 Cold War assets mod support (v1.2)
* **[Modding]** Added VSN Mirage III mod support (2.5.7.01)
* **[Campaign Setup]** Allow adjustments to naval TGOs (except carriers) on turn 0
* **[Campaign Design]** Ability to configure specific carrier names & types in campaign's yaml file
* **[Mission Generation]** Ability to inject custom kneeboards
* **[Options]** Extend option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Ramon Airbase, similar to the Nevatim fix in Retribution 1.3.0
* **[Options]** New option in Settings: Default start type for Player flights.
* **[AirWing]** Expose OPFOR Squadrons, giving the ability to change liveries, auto-assignable mission types & an easy way to retrieve debug information.
* **[ATO]** Allow planning as OPFOR
* **[Campaign Design]** Support for latest maps (Kola, Afghanistan, Iraq)
* **[UI]** Zoom level retained when switching campaigns
* **[UX]** Allow changing squadrons in flight's edit dialog
* **[Cheats]** Sink/Resurrect carriers instead of showing an error during cheat-capture (use AWCD-cheat to add squadrons upon resurrection)
* **[UI/UX]** Allow changing conditions such as Time, Date & Weather
* **[Modding]** Added support for Su-15 Flagon mod (v1.0)
* **[Plugins]** Support for Carsten's Arty Spotter script
* **[Plugins]** Support for MBot's Call Artillery script (using on-map artillery)
* **[Modding]** Added support for SK-60 mod (v1.2.1)
* **[Mission Generation]** Introducing the Armed Recon flight plan, i.e. CAS against any Theater Ground Object
* **[Doctrine]** Ability to customize the startup time allocated to the player
* **[Mission Generation]** Ability to choose whether player flights can spawn on the sixpack or not
* **[Options]** New options in Mission Generator section: Limit AI radio callouts & Suppress AI radio callouts.
* **[Options]** New option to use the combat landing flag in the landing waypoint task for helicopters.
* **[UI/UX]** Sync package waypoints when primary flight's waypoints are updated and recreate other flights within the package to ensure JOIN, INGRESS & SPLIT are synced
* **[UI/UX]** Allow changing loadout on flight creation
* **[UI]** Display TOT for all waypoints in the flight plan
* **[UI]** Edit basic datalink properties for applicable aircraft
* **[Mission Generation]** Automatic datalink network setup for applicable aircraft (_should_ in theory avoid the need to re-save the mission)
* **[Options]** New option to force-enable deck-crew for super-carriers on dedicated server.
* **[UX]** Default settings are now loaded from Default.zip
* **[Autoplanner]** Plan Air-to-Air Escorts for AWACS & Tankers
* **[Package Planning]** Ability to plan recovery tanker flights
* **[Modding]** Support for Bandit's cloud presets mod (v15)
* **[UX]** Reduce size of save-file by loading landmap data on the fly, which also implies no new campaign needs to be started to benefit from an updated landmap
* **[New Game Wizard]** Ability to save an edited faction during new game creation
* **[Options]** New option to make AI helicopters prefer vertical takeoff and landing
* **[Campaign Design/Mission Generation]** Introduction of "rebel zones" which randomly spawn units according to the campaign's definitions.
* **[Mission Generation]** Missile sites now fire at random times instead of all at the beginning of the mission
* **[Modding]** Support for CurrentHill's Chinese Asset Pack (v1.1.4)
* **[Modding]** Updated support for CurrentHill's Swedish Asset Pack (v1.1.0)
* **[Modding]** Support for CurrentHill's Russian Asset Pack (v1.2.0)
* **[Modding]** Support for CurrentHill's USA Asset Pack (v1.1.5)
* **[Modding]** Update CJS Super Hornet to 2.4.2
* **[Modding]** Support for Cowboy's E-7A Wedgetail mod (Supports EW Script Offensive Jamming)
* **[Modding]** Support for szcz's MiG-31BM (v2.0)
* **[Plugins]** Added initial AI support for EW Script 2.0
* **[Options]** Ability to configure certain forced-options via a file (WIP: https://github.com/dcs-retribution/dcs-retribution/issues/490).
## Fixes
* **[UI/UX]** A-10A flights can be edited again
* **[Mission Generation]** IADS bug sometimes triggering "no skynet usable units" error during mission generation
* **[New Game Wizard]** Campaign errors show a dialog again and avoid CTDs
* **[UI]** Landmap wasn't updating when switching to a different theater
* **[Mission Results Processor]** Squadrons of a sunken carrier are now disbanded
* **[Mission Generation]** Introduced option to switch alt-type to AMSL during mission generation to avoid helicopters wanting to submerge over certain parts of the sea.
# Retribution v1.3.1
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
## Fixes
* **[UX]** Fix save-compatibility issue
* **[UX]** Avoid crash on startup due to incompatible save
# Retribution v1.3.0
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
@@ -15,6 +135,8 @@
* **[Modding]** Updated support for F-4B/C Phantom mod to 2.8.7.204
* **[Modding]** Updated Community A-4E-C mod version support to 2.2.0 release.
* **[Modding]** Added F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI version 1.4)
* **[Modding]** Added VSN Super Étendard mod support (v2.5.5)
* **[Modding]** Added F9F Panther mod support (version v2.8.7.101)
* **[Modding]** Updated Irondome support to IDF Assets Pack V1.1, adding support for the David's Sling
* **[Radios]** Added HF-FM band for AN/ARC-222
* **[Radios]** Ability to define preset channels for radios on squadron level (for human pilots only)
@@ -38,10 +160,16 @@
* **[Mission Generator]** Set F-14's IP waypoint according to the flight-plan's ingress point
* **[Mission Generator]** Automatically de-spawn aircraft when arrival/divert is an off-map spawn
* **[Options]** Option to de-spawn AI flights in the air if their start-type was manually set to In-Flight
* **[Campaign Design]** Ability to add separate ground spawns for C-130 and other large aircraft to campaigns.
* **[Config]** Preference setting to use custom Liberation payloads instead of prioritizing Retribution's default
* **[Config]** Preference setting to configure the server-port on which Retribution's back-end will run
* **[Options]** Made AI jettisoning empty fuel tanks optional (disabled by default)
* **[Options]** Add option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Nevatim due to https://forum.dcs.world/topic/335545-29-nevatim-ramp-starts-still-bugged/.
* **[Options]** Add option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Nevatim due to https://forum.dcs.world/topic/335545-29-nevatim-ramp-starts-still-bugged/
* **[Cheat]** Add cheat option to manually manage REDFOR's TGOs
* **[UX]** Buy/Replace TGOs for free before the campaign has started
* **[Data]** Ability to define "cruise" & "combat" altitudes for airplanes
* **[Options]** Option to randomize altitudes for flights with airplanes
* **[Options]** Options to configure/override maximum mission distance for airplanes & helicopters
## Fixes
* **[Mission Generation]** Anti-ship strikes should use "group attack" in their attack-task
* **[UI]** Fixed flight properties UI to support F-15E S4+ laser codes.
* **[UI]** Fixed UI bug where altering an "ahead of package" TOT offset would change the offset back to a "behind pacakge" offset.
* **[UI]** Fixed bug where changing TOT offsets could result in flight startup times that are in the past.
* **[UI]** Flight plan paths are now drawn behind all other map elements, fixing rare cases where they could prevent other UI elements from being clickable.
@@ -22,9 +22,11 @@ class PlanAewc(PackagePlanningTask[MissionTarget]):
defapply_effects(self,state:TheaterState)->None:
state.aewc_targets.remove(self.target)
super().apply_effects(state)
defpropose_flights(self)->None:
self.propose_flight(FlightType.AEWC,1)
self.propose_flight(FlightType.ESCORT,2)
@property
defasap(self)->bool:
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